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deckplan viginettes

engineering spaces

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on the left is a major engineering section. top and bottom are lined with power plant flasks and the collectors between them. in the left middle is an atrium, a space set aside to allow controlled entry of engineering during casualty situations. the atrium is typically located in the safest area of the ship. next to that is the enclosed operating station, where regular watchstanders can observe and operate the plant systems remotely. adjacent to that is a machine shop for repair work. outside of that bulkhead are minor plant equipments such as compressors, separators, life support remote monitoring and control, etc. on the far right bulkhead are a damage control station (center) and rows of parts and tools lockers. top and bottom of these are a pair of electric plant load centers which house the switches and breakers necessary to control ship's electric power. various hatches lead to various drive spaces.

on the right are smaller and larger EOS's. the larger has a full airlock available for entering engineering and would typically be found on a warship, the smaller on a civilian vessel.

bottom right is the machine shop again, this time with parts and tools lockers inside the shop.
 
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conference rooms

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in the upper left are a pair of captain's day room and conference room spaces, typically located at the back of a bridge. to the right is a small chapel. in the upper right are two ordinary sitting rooms, while the smaller room is a private 2d or 3d movie viewing room (all three typical of passenger liners).

on the bottom left is an ordinary conference/lecture room. on the bottom right are three meeting rooms with holographic display support. the one on the far bottom right also has back benches behind the table seats for support teams.
 
single turrets

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a quick outline of how turrets are built. lots of lines stuffed together so the explanation is done in stages using a double-size graphic.

A is 1 dton, 3m by 3m by 1.5m. B is the turret dome, overhead view. C is a triple turret dome with weapon access slots. beneath C is a side view of the turret dome with a 6'3" human standing alongside for reference. D is a cut-away view. The outer ring is the bottom of the turret skirt, while the inner ring is the hull bearing housing attached directly to the ship's hull and on which the turret rides as it rotates. E is a slightly higher cut-away view. the outer ring is the turret bowl while the inner ring is the turret bowl bearings which carry the weight of the turret while riding on the hull bearings. the rotor bar across the center is controlled by the servo wheels on the sides and mounts the weapons modules in the center. F shows three laser weapon modules attached to the rotor bar - below F there are three missile and/or sand racks attached instead. G shows the hull hatch inside the turret allowing access to the turret internals from inside the hull, without having to detach and lift the turret bowl away from the hull.

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these show various gunnery stations directly behind the hull mounting individual turrets. each station contains the control panel and a vacc suit for wear during combat ops, and also serves as an airlock for when the turret access hatch is open. the two stations on the left simply show different entry hatch placements. the next shows a missile/sand magazine behind a reloading hatch, the whole being supported by a backup battery. the last gunnery station has two banks of backup batteries for last ditch operations of its laser weapons.

the point of a gunnery station and backups is to maximize the safety and continued operation of the weapon and gunner regardless of what other combat actions occur in the rest of the ship.
 
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cargo spaces

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cargo decks are frequent scenes for game action. here are several.

the top is typical of exploratory and military vessels - the bay is filled once, little cargo traffic, so no need for rapid loading/unloading facilities. numerous lockers hold lots of spare parts and hardware. on the lower right are spare air and water, vacc suit lockers, and a few secure lockers for sensitive items. the center cargo stacks are arranged such that every container is readily accessible. two cargo elevators allow what outer hull access is needed - probably only one should be present.

the second bay would be typical of small private merchant ships. on the right is the garage with an airraft and eqress equipment lockers. on the upper left is a cargo equipment handling locker, with vacc suits, tools, and gravitic lift bars for moving cargo containers by hand if necessary. in the middle are four outer hull access doors for rapid loading and unloading of any portion of the bay without having to unload the whole thing. the odd-looking cargo container in the middle is not a container but a Mosquito Rig (c), used to drill into comets or ice asteroids in vaccuum if necessary to obtain fuel - not an uncommon item in far trader holds.

the bottom bay is typical of large merchant haulers. the presence of only two outer hull access hatches indicates that this cargo bay is typically cleared and totally refilled at each landing. on a ship this large one of the equipment lockers may be replaced by a cargo robot berth point, one or several.
 
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weapons bays

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on the left is a standard 50 dton missile bay with a 72 salvo capacity. if one doubles the volume (puts one graphic on top of the other) it becomes a 100 dton bay with a 152 salvo capacity.

each salvo is held in its own .5 dton container for ease of shipping and handling, and consists of 30 missiles. tightly packed into the bay the salvos are loaded singly into the airlock launcher and dispensed from there. when empty a container is simply discharged out the airlock and a new container is installed.

on the right is a 100 dton particle accelerator weapon. the bay is shaped to fit under the nose of a mid-sized vessel.
 
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Gorgoeous. I love the idividuality of the design. Everytime I see a deckplan like that, I'll think - Flykiller. It's a neat trick to have that much detail and yet keep it simple and clear - and the super bonus is that it's all in black and white. It just looks so right.

Ravs
 
Originally posted by flykiller:
single turrets
the point of a gunnery station and backups is to maximize the safety and continued operation of the weapon and gunner regardless of what other combat actions occur in the rest of the ship.
Love the work and the concept flykiller! Keep it up!

Also, reference the above purpose for the gunnery station and backups, wouldn't the gunnery station design also serve to protect the rest of the ship if the turret is damaged and or destroyed in combat?
SGB
 
wouldn't the gunnery station design also serve to protect the rest of the ship if the turret is damaged and or destroyed in combat?
(smile) reminds me of an infantryman trying to hide under his helmet. no, they're just not big enough for that - unless your ship combat system considers aspect, and the turret is on the nose of a needle configuration. then an increased armor rating might be appropriate. you could also mount the gunnery station over a critical component like a computer or a chokepoint corridor junction and add an extra armor rating for that point, if your space combat system supports variant armor ratings.
 
Originally posted by flykiller:
</font><blockquote>quote:</font><hr />wouldn't the gunnery station design also serve to protect the rest of the ship if the turret is damaged and or destroyed in combat?
(smile) reminds me of an infantryman trying to hide under his helmet. ...</font>[/QUOTE]Been there- Done That - 2nd role of a combat engineer is to fight as infantry.

What made me think of this possibility is that some of my comrades in arms were injured due to malfunctions of their weapons. If a weapon with enough fire power to damage an enemy ship malfunctions, the rest of the crew may like some protection from the effects of said malfunction.
 
the rest of the crew may like some protection from the effects of said malfunction.
hadn't thought of that at all, now that you mention it.

imtu missiles are kinetic kill, and sand is just sand, so both are inert, but lasers are charged up to release their energy all at once and could represent quite a source of damage if their full stored charge were released locally.

I don't know. I imagine their energy being strictly electrostatic until converted at fire time, and I don't think a mere compartment could contain that if it were discharged in an uncontrolled manner.
 
finally starting to repair this thread after aol cancelled its webpage service without warning. the first three graphics are uploaded to coti and reproduced here. the rest will be restored soon.

as always, if anyone finds them useful.
 
thanks, it's always good to get feedback.

and, apparently, coti only allows 25 uploads per user - I cannot upload any more images without deleting something previously uploaded. so that's it for now. I'll delete some low-traffic items and replace them with new ones sometime reasonably soon. in the meantime maybe I'll catch up on all my backlogged traveller work ....

if anyone has any requests for an image to be used in a game, feel free to ask and I'll see what I can do.
 
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thanks, it's always good to get feedback.

and, apparently, coti only allows 25 uploads per user - I cannot upload any more images without deleting something previously uploaded. so that's it for now. I'll delete some low-traffic items and replace them with new ones sometime reasonably soon. in the meantime maybe I'll catch up on all my backlogged traveller work ....

if anyone has any requests for an image to be used in a game, feel free to ask and I'll see what I can do.

Flykiller, I have a potentially useful idea...

Do up a paragraph or five on each of your deckplan sections, describing what they are and why, etc. Then, bundle up the whole shebang, and forward it to me. That should provide fodder for a couple or three issues of Freelance Traveller, and will also see them have a permanent home on the FT website WITHOUT a limit on the number of graphics available to you.

If you create more later, they'll be good for yet more Freelance Traveller articles, and the permanent home is still there...
 
well, it seems there is a limit on the number of graphics, but no limit on the size of each one, so I've reordered my other pictures. I'll be able to repair this thread soon, but eventually I'll need to put all the viginettes onto one sheet and so note in this thread. no big deal.

thanks FreeTrav, I'll look into it.
 
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